Barnblitz Pro (competitive)
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Barnblitz.
The community competitive scene changes frequently. Some or all info may be outdated.
The community competitive scene changes frequently. Some or all info may be outdated.
| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Barnblitz Pro (competitive) | |
|---|---|
| Basic Information | |
| Map type: | Payload |
| File name: | pl_barnblitz_pro8
|
| Version: | pro8 |
| Released: | December 24, 2015 |
| Last updated: | September 16, 2016 |
| Developer(s): | Mimas Torres lawn |
| Link(s): | TF2Maps |
| Map Info | |
| Environment: | Industrial / Rural |
| Setting: | Daylight |
| Hazards: | Payload Cart explosion, Pitfall |
| Map Items | |
Barnblitz Pro is a three-stage Payload map in which BLU must escort a bomb cart through an industrial complex and into RED’s bomb factory. The map transitions from open outdoor areas with long sightlines into increasingly enclosed indoor spaces with greater verticality, culminating in a final push inside the facility. A defining feature of this version of Barnblitz is that all checkpoints are considered viable defensive holds. Different environment from snowy to rural.
Contents
Locations
Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.
Checkpoint A
- First BLU Spawn and Attacker's Yard: The exit on the far left takes you behind the cart. The exit on the far right leads into the open behind the cover of a large boulder. The small shed in the middle of the Attacker's Yard provides additional cover and a medium health pack.
- Left Shed: The shed to the far left contains a small ammo pack behind some prop crates. There is a small health pack and a large ammo pack behind this shed as well.
- Cliff: Located besides the building containing the checkpoint is a stone cliff. From it, it is possible to move into the first checkpoint building or down the rear ramp into the Defender's Yard.
- Approach: There is a large ammo pack here and a small health pack.
- Checkpoint A: The building encompassing the checkpoint contains a large ammo pack and a medium health pack. There is a wooden ramp that circles the entire room, which allows players to exit and enter from the Cliff. There is also a small room hidden inside one of the walls.
Checkpoint B
- Second BLU Spawn: Located up on the right wall of the Defender's Yard is the Second BLU Spawn room, which becomes active once checkpoint B is captured. It can be accessed from the first RED spawn via the stairs on the right.
- First RED Spawn: A small white room all the way in the back of the Defender's Yard. One of its exits lead to the Entrance.
- Defender's Yard: A large open area located behind the Cliff and checkpoint A. There is a medium ammo pack before it. There is also a large health pack behind the small shed in the center of the yard. The metal roof on the far right overviews the area exiting the first checkpoint.
- Entrance: The gate at the bottom provides a flank to the next checkpoint. In the distance, a doorway leading from the room below the Dropdown as well as the stairs to the Upper Level can be seen. Once the cart goes through the main Entrance, it stops in place in front of a railway turntable, which must first align with the cart's tracks before the cart can pass through.
- Stairway: An opening in the wall that flanks around the Entrance to the hill, accessible via a flight of stairs. The room below this level contains a medium ammo and health pack.
- Hallway: The aforementioned flank can be seen here on the right. The stairway to the left leads to the Upper Level. The checkpoint is visible in the distance. Inside a small alcove to left is a large ammo pack.
- Upper Level: To the left is a set of stairs leading outside and around the back of the checkpoint. To the right is the platform overlooking the tracks. To the rear right is a small corridor with windows for surveying the House as well as a hole to drop down onto a medium health pack behind the checkpoint. Before this window, there is a medium ammo pack and health pack at the rear of the Upper Level.
Checkpoint C
- House Entrance: The doorway into the House leads to a flight of stairs and a medium health pack.
- Second Story: The flight of stairs from the House Entrance lead here. Turning the corner and entering the doorway marked "capture point" leads to a room overlooking the tracks. Heading up another ramp leads to the next story. The door underneath the said ramp leads to the second-story Roof.
- Second RED Spawn: The Second Story also contains a room, which serves as the spawn point for RED once checkpoint A is captured.
- Roof: This roof can be immediately accessed using the doorway underneath the ramp in the Second Story. There is a wooden ramp leading to and from the ledge or ground near the checkpoint.
- Third Story: Players can either drop down out of the doorway onto the Roof below or use the hole in the floor to the left in order to land on the Scaffolding outside. There is a small health pack and large ammo pack here.
- Scaffolding: The Roof can be accessed from here. There is a large ammo pack on this platform. Below is a small health pack along the edge as well as the Left Entrance staircase.
- Hill/Flank: Next to the third checkpoint lays a minor outgrowth of terrain. It contains a large ammo pack and a medium health pack. As well as a flank entrance directing from BLU's second spawn all the way between Point C and Final.
Final
There are four entrances to the enclosed area that houses the final checkpoint.
- Left Entrance: The left entrance is a slope in the left side of the building. It directly leads to another wooden platform to RED's left spawn.
- Stair Entrance: The stair entrance is quickly accessible from the House Roof or from the Scaffolding. It directly leads to the highest wooden platform.
- Main Entrance: This is the chokepoint that the cart passes through on its way to the final checkpoint.
- Right Entrance: A large opening furthest from checkpoint C; located near the Hill. It leads to the Locker Room.
- Right Entrance Lower: The grate protects players moving through this area from enemy fire. There is a small health pack here.
- Locker Room: This location is accessed from the Right Entrance stairs. There is a small ammo pack and health pack here.
- Platform: This location can be accessed from the Left Entrance stairs. There is also a small ammo pack and health pack here as well as stacks of wooden planks to provide cover to the attackers.
- Cubby: Below the stack of planks on the Platform is a small ramp and wooden platform, under which is an enclosed area with a large health pack. There is also a large ammo pack box near one of the support columns.
- Third RED Spawn: Following checkpoint B's capture RED is moved to their third spawn, which is divided into two separate locations.
- Right RED Spawn: The Right RED Spawn is located right behind the final checkpoint. This RED spawn consists of a simple room with a single narrow corridor serving as its exit. The cart is also dropped and detonated at this point. There is a small health pack beside the boxes along the grate overlooking the Right Entrance's lower level.
- Left RED Spawn: Located to the left of the final checkpoint is the Left RED Spawn, which has two distinct exits. Players can either turn left to the main exit, which takes them to the Spawn Deck, or take a construction chute, which takes them to an area below the Spawn Deck where there is a staircase near their left leading back to the spawn. Once they slide down the chute, players cannot go back up it.
- Spawn Deck: A wooden platform which serves as one of the exit paths for the Left RED spawn. It overlooks the final checkpoint, sitting opposite the Platform with only the Cubby separating the two.
Strategy
Offense
- Checkpoint A
- BLU’s initial objective is to establish control of the Attacker's Yard, which functions as the primary staging area for pushes toward the first checkpoint.
- Once the yard is secured, attackers commonly split pressure between the Approach and the Left Shed, using the adjacent Platform to contest RED’s forward defensive positions.
- Maintaining control of these elevated areas limits RED’s ability to spam the cart path and forces defenders into more passive holds.
- A coordinated multi-angle push from the yard, shed, and approach is generally required to break RED’s defense and capture the checkpoint.
- Checkpoint B
- As the cart progresses, BLU should look to take control of the Defender’s Yard, often leveraging the height advantage provided by the Platform.
- After the cart passes the House Entrance, RED typically establishes a hold on the Upper Level, which provides significant defensive advantages.
- Successful captures frequently rely on initiating an ÜberCharge through the Dropdown, allowing BLU to bypass frontal pressure and directly contest Sentry Gun positions.
- Once the Upper Level is cleared, BLU can stabilize behind the cart and force the capture of the checkpoint.
- Checkpoint C
- BLU’s priority for this stage is gaining control of the House Entrance, a dominant position overlooking much of the area surrounding the checkpoint.
- This area allows for strong forward holds and provides viable Engineer Sentry Gun placements.
- Access is typically gained through the building interior, while Soldiers and Demomen may apply pressure by jumping onto the Roof.
- After establishing control, BLU should focus on dislodging RED from the Third Story, which is commonly used as the primary defensive hold.
- Checkpoint D
- The final checkpoint can be approached through three entrances: the Main Entrance, Left Entrance, and Right Entrance.
- The Main Entrance functions as a narrow chokepoint and is generally unfavorable for sustained pushes.
- The side entrances provide elevated sightlines over the capture area, with the Right Entrance being particularly effective for Über pushes due to its direct drop onto defensive positions.
- Coordinated pressure across multiple entrances is typically required to overwhelm RED’s final defense.
Defense
- Checkpoint A
- RED should anticipate losing control of the Defender's Yard early due to BLU's multiple spawn exits leading into the area.
- Defensive efforts are more effectively focused on the Platform and Left Shed, which offer stronger height advantages and more sustainable positions.
- From these locations, RED can delay the cart while preparing an organized retreat toward the next checkpoint.
- Checkpoint B
- The Upper Level is the preferred defensive position for RED during this stage, providing strong elevation and access to multiple health and ammo packs.
- This position allows for effective spam and Sentry placements but is vulnerable to Über pushes through the Dropdown.
- If the Upper Level is lost, RED typically falls back to positions immediately beyond the checkpoint to contest the capture and regroup.
- Checkpoint C
- Defending checkpoint C generally revolves around two key positions.
- The House Entrance provides significant height advantage and is commonly used as a Teleporter and Sentry location.
- The opposing area near the medium health pack allows RED to contest the cart more directly while denying BLU control of the House Entrance.
- Checkpoint D
- Defense of the final checkpoint centers on denying access through the three entrances leading into the capture area.
- The Main Entrance can be effectively held through sustained spam from Soldiers and Demomen.
- The Right Entrance leads to an elevated platform overlooking the final area and should be denied to prevent BLU from establishing forward pressure, often with a Heavy or Pyro.
- The Left Entrance is the most difficult route to defend due to limited access for RED, typically requiring mobile classes such as Soldiers, Demomen, or Scouts to contest it, often with Medic support.
Changelog
Changelog:
pro7:
- removed red forward spawns
- added routes for red to reach battlegrounds
- red has a new path to 1st point
- red has a new path to the upper area on 2nd
- moved around 1st and 2nd point for balance
- tweaked spawn times
- fixed final explosion being detonated by dropped weapons
pro7c:
- fixed spawntimes imbalance on last
pro8:
- reverted first red forward spawn
Gallery
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